A prototype should answer a question. Define what you want to learn, build only the path needed, and watch where a user hesitates.
What you will learn
- Connect frames with clear triggers and transitions
- Set a useful starting point and presentation flow
- Design a small usability test around one task
Practice assignmentPrototype a three-screen signup path. Ask someone to complete it without coaching, record where they pause and change only the highest-impact issue.
How to get the most from this lesson
- Preview the learning outcomes before pressing play.
- Pause when the creator demonstrates a decision and reproduce it in your own test project.
- Complete the practice assignment without copying the finished example.
- Write down one principle you can reuse in a different project.
Quality checklist
- Can you explain the core idea without replaying the video?
- Did you produce a small, verifiable result?
- Did you check tool permissions, licenses and current documentation before applying it to important work?
Creator credit: This lesson features a video by Figma. Black Edition did not produce or re-upload the video; our companion guide is independently written to add learning context and practice.